First, I am not trying to start trouble, I am only speaking the truth and trying to help resolve a situation we all would rather not be in.
First, It makes no sense anymore to start a chr at level one and go through all we go through in search of creating that awesome end game chr we so desire, experiencing the struggles, the growth and the rewards for all the hard work put in along the way. Now with mod16 we might as well skip all that, start out at level 80 with all the goodies and just play along looking all cool and HAMSTER as it no longer matters what gear or what "Numbers" we have as they are now meaningless based on this new scaling feature. How can you logicaly explain how a player who worked thier butt off investing all that time/effort and in alot of cases thier hard earned real money to reach say an IL of 20K can now no longer complete a dungeon they legitimately could complete a month or so ago. A player should not have to be forced to not be able to play thier actually reached potential in any area of the game. That is not the essence of D&D. Becoming the HAMSTER Hero and helping others and facing more challenging adventures is. Quite simply, you either got the skills or you dont, but you could with more hard work. Instead of sustaining this horrible punishing feature would it not be better to say implement a feature allowing the chr to set thier own difficulty level after reaching thier max level. They could have the choice of settings of say: Advanced / Difficult / Hard / Expert. We currently are now forced to play with the flow of the game in this manner which has I am sure cost a loss in the player base instead of doing the opposite, but with this new feature it would satisfy everyones needs, new players / veteran players / and freeing the developers to be able to now focus thier attention on the positive growth of the game for everyone. My food for thought.
H.R.
2
Comments
Setting difficulty on the fly is a good idea. I don't think they have enough "bandwidth" to change things on a fundamental level to incorporate it though.
I think some players wanted those cycles to end and stop the mad superhero modes available.. I dont think any of those players wanted progression to be completely minimized.
I mean scaling hurts the game do to players not going back to lower content as scaling hurts the feel of progression. Changing up how stats worked and removal of recovery has hinder our ability to have fast combat that is enjoyable; making combat slow and tedious also impacted player perspective of this game and them sticking around. Than complexity was also removed, another feature that pushed more players out.
From what I have seen on the forum and social media many of the players that have stuck it out feel they should continue to play this game do to the money and time invested. I will tell all of you of that are sticking it out; move on. Cryptic management has made an executive decision to keep scaling; this means it will stick around until NWO or Cryptic itself is placed under new leadership. This means what we have now will stick around and if you are unhappy as a player with the changes it is time to move onto another more engaging game.
As someone who has moved on from more than one MMO it is harder to move onto another game than it is to state it but you will be happier when you do. The reasons for staying are typically not worth the other issues that maybe causing you disgust with this game. Just move on. If you like the game enough to stick it out and simply are unhappy presently, take an extended break from NWO; say 6 month or even a year. Either moving on or taking a break will impact management future decisions if enough players don't log into the game. Maybe cryptic will remove scaling, that is a big maybe.
As a someone on console I'm still enjoying the game in its mod 15 state. I'm glad Cryptic held back the release mod 16; it should allow them to patch mo 16 a bit more before it hits console. I'll play my wizard through the new content and after that simply take a break as I won't be playing after that as I hate scaling in game that make my character weaker when progression is what I seek when I play a game. If combat is as bad for a wizard as it was for a Cleric or a Fighter I won't play much of mod 16 and I will simply giveaway all my items and than delete my character and the game off my PS4.
Cryptic can save this game.
I'm curious if the scaling in lower zones is based on the 500:1 ratio and not the 1000:1 ratio. If that is the case; that would be why most players have significantly lower stats in lower zones. If the older ratio is still in play for scaling and if it can be fixed; it would improve the experience for end game players. Given how stats are scaling; I'm starting to think that is where the issue is and it should be looked into immediately.
NWO did not need to do the scaling like it did. If anything, scale everyone up to 17K if you are below it for all content. This means every enemy is basically level 80. All players stats get scaled upward until player hits 17K IL. Once a player hits 17K IL his or her stats are what they are, period. No more scaling. Any player who is above 17K IL will feel progression as they can adjust stats for their character as needed vs. what we see right now in the game.
I don't know about you or about other players but for me that would have been a better solution as progression would still exist.
Power creep being a thing in end game content needed to be fix; that would have been simply done by removing power sharing, adjust bonding to be a bit lower, make buffs not multiple and add a soft and hard cap to buffs. These fixes would have gone a lot smoother than what they did. But that required understanding the base code of the game and knowing where to look and how resolve the issues; this typically resulted in further issues when one item was adjusted. So instead of fixing that they ripped the game apart and redid it to how the company wanted and used us as the scapegoat for what was delivered instead of taking ownership of what was originally delivered for mod 16.
I love hearing the words it is what you wanted from a company when in fact what was asked by the community is far from what the company delivered. Gaming companies always over do the ask by leaps and bounds hoping to satisfy its player but usually the end results ends upsetting quite a bit of the player base that take time away making the developer realize ops we over did it and come back with patches to fix their product to make it better. Mod 16 is exactly that. Scaling, enchantments stats, gear, companions, bonding, etc...
I'm sure more fixes will come in mod 17 so I'm not going to go out and invest into anything just yet as more changes I'm sure will come and it will make what maybe great now, not so great fairly soon.